#version 450

layout(binding = 0) uniform UniformBufferObject {
  mat4 model;
  mat4 view;
  mat4 proj;
} ubo;

layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;

layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;

void main(){
  // gl_VertexIndex是顶点着色器的内建输入变量，表示GPU当前要处理的顶点序号
  // gl_Position是顶点着色器的内建输出变量，表示顶点写入的最终位置
  gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
  fragColor = inColor;
  fragTexCoord = inTexCoord;
}